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UE1:Mover properties (UT)

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Revision as of 17:44, 16 August 2010 by 97.115.85.16 (Talk) (Properties)

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UT Object >> Actor >> Brush >> Mover (properties)
Mover properties in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004

==Properties== (unfortunately nothing is explained = no examples)

Property group 'Mover'

bDamageTriggered

Type: bool

Triggered by taking damage

bDynamicLightMover

Type: bool

Apply dynamic lighting to mover.

BrushRaytraceKey

Type: byte

Modifiers: const


bSlave

Type: bool

This brush is a slave.

bTriggerOnceOnly

Type: bool

Go dormant after first trigger.

BumpEvent

Type: name

Optional event to cause when any valid bumper bumps the mover.

BumpType

Type: EBumpType


bUseTriggered

Type: bool

Triggered by player grab

DamageThreshold

Type: float

minimum damage to trigger

DelayTime

Type: float


EncroachDamage

Type: int


KeyNum

Type: byte

Current or destination keyframe.

MoverEncroachType

Type: EMoverEncroachType


Default value: ME_ReturnWhenEncroach

MoverGlideType

Type: EMoverGlideType


Default value: MV_GlideByTime

MoveTime

Type: float

Time to spend moving between keyframes.

Default value: 1.0

NumKeys

Type: byte

Modifiers: const

Number of keyframes in total (0-3).

Default value: 2

OtherTime

Type: float

TriggerPound stay-open time.

PlayerBumpEvent

Type: name

Optional event to cause when the player bumps the mover.

ReturnGroup

Type: name

if none, same as tag

StayOpenTime

Type: float

How long to remain open before closing.

Default value: 4.0

WorldRaytraceKey

Type: byte

Modifiers: const

Raytrace the world with the brush here.

Property group 'MoverSounds'

ClosedSound

Type: Sound

When finish closing.

ClosingSound

Type: Sound

When start closing.

MoveAmbientSound

Type: Sound


OpenedSound

Type: Sound

When finished opening.

OpeningSound

Type: Sound

When start opening.

Internal variables

BasePos

Type: Object.Vector


BaseRot

Type: Object.Rotator


bClientPause

Type: bool


bDelaying

Type: bool


bOpening

Type: bool


bPlayerOnly

Type: bool


ClientUpdate

Type: int


Follower

Type: Mover


KeyPos

Type: Object.Vector

Array size: 8


KeyRot

Type: Object.Rotator

Array size: 8


Leader

Type: Mover

for having multiple movers return together

myMarker

Type: NavigationPoint


numTriggerEvents

Type: int

number of times triggered ( count down to untrigger )

OldPos

Type: Object.Vector


OldPrePivot

Type: Object.Vector


OldRot

Type: Object.Rotator


PrevKeyNum

Type: byte

Previous keyframe.

RealPosition

Type: Object.Vector


RealRotation

Type: Object.Rotator


RecommendedTrigger

Type: Trigger


SavedPos

Type: Object.Vector


SavedRot

Type: Object.Rotator


SavedTrigger

Type: Actor

Who we were triggered by.

SimInterpolate

Type: Object.Vector


SimOldPos

Type: Object.Vector


SimOldRotPitch

Type: int


SimOldRotRoll

Type: int


SimOldRotYaw

Type: int


TriggerActor

Type: Actor


TriggerActor2

Type: Actor


WaitingPawn

Type: Pawn


Default values

Property Value
bAlwaysRelevant True
bBlockActors True
bBlockPlayers True
bCollideActors True
bHidden False
bIsMover True
bStatic False
CollisionHeight 160.0
CollisionRadius 160.0
InitialState BumpOpenTimed
NetPriority 2.7
Physics PHYS_MovingBrush
RemoteRole ROLE_SimulatedProxy
SoundVolume 228
TransientSoundVolume 3.0